@FragTastic: I understand where you are coming from, however I'm pretty sure SW12 meant the common slang version of "language nazi" (notice the lower case 'n', and the word 'language' in front of 'nazi').

@SW12: I actually found that comment rather offensive in my case. Your calling me a nazi which I found really rude and I felt quite angry so please next time just speak with some sense and don't just blab out everything.

Chlorophyl is a good example of how a conversion can cross promote another mod. And in light of the warsow mod the layout of acid's "rush to the disco" makes alot more sense. With the ability for rampslides, wall jumps, dashes and double dash jumps there are movement opportunities in these maps that will be underutilised in vq3 and cpma but after replaying on these i can also say that the plasma gun comes more into its own as a weapon for movement which i had been creative enough to consider before. good work.

One more thing: Tig, I think that in the case of a collaborative map like this one, each author's name should lead to an individual link. For example, if I click on acid's name, I think I should be able to see this map in his gallery. Any thoughts?

The readme didn't mention it often enough for me to realize this one was more of a Warsow exclusive. I misread and thought Duel was the only Warsow game mode listed.

I've actually never tried any of the promode stuff, all I did was check out the Warsow website and take note of the new mechanics involved. With that info, I imagined how the map would play (e.g. 2nd paragraph), but in retrospect I definitely should've taken the time to download the mod. I didn't have too hard of a time enjoying the layout in Q3A though, so this didn't really seem necessary. Had I deemed it unplayable for normal Q3 I would've never reviewed it.

Either way, my biggest gripes had to do with the item placement, not the layout. It's just a bit of a downer to know I wasn't playing it the way the authors intended (I've ripped on other reviewers in the past for doing this.) Still, I was easily able to enjoy it the way I played, so perhaps it isn't that big of a deal.

Yes, this map plays a lot better with promode. It is a collaboration of 3 mappers, while I've been only responsible for cleaning brushwork and defining the optics. I'm more a publisher than a producer here.

This map is unplayable without promode physics enabled...I'm amazed that it was not mentioned in the readme. It's literally a double jumping map, but alot of the layout doesn't line up right in that aspect though..it's somewhat odd since he's a promode mapper. Or..I dunno =/ It's an interesting map nonetheless.